TGERad - Radiosity
by Prairie Games · in Torque Game Engine · 03/05/2003 (6:49 am) · 208 replies
EDIT:
TGERad - Radiosity for Torque using Paul Nettle's FSRad(http://www.fluidstudios.com)
I have posted the source to the TGERad stuff on my ActionRPG site...
You can snag it HERE.
Vibes,
-J
TGERad - Radiosity for Torque using Paul Nettle's FSRad(http://www.fluidstudios.com)
I have posted the source to the TGERad stuff on my ActionRPG site...
You can snag it HERE.
Vibes,
-J
#162
Problem is, it is still giving me the same error about the entity not being found... but it works...
O_o
I give up on trying to fix it further anymore. Hopefuly this will get me by in the meantime.. Until someone continues work on the library in the future.
Thanks for the help guys though.. I'm off to do more face emit tests (FINALY!)
05/12/2004 (1:16 pm)
Ok I contined doing numerous things, and even things I was NOT SUPPOSED TO DO, and ironicaly I think it suddenly Works now! But Im not sure what of the 10000 things I did made it work.Problem is, it is still giving me the same error about the entity not being found... but it works...
O_o
I give up on trying to fix it further anymore. Hopefuly this will get me by in the meantime.. Until someone continues work on the library in the future.
Thanks for the help guys though.. I'm off to do more face emit tests (FINALY!)
#163
06/02/2004 (5:27 pm)
Mm, does floating point still mean headace for TGERAD ?? Any work done on that ??
#164
06/02/2004 (5:35 pm)
...
#165
thx Joseph
06/02/2004 (5:38 pm)
Oops, has been there for ages and I never bothered to dl it .... stupid me..thx Joseph
#166
Thanks,
Tim
07/20/2004 (5:14 pm)
Anyone know how hard it would be to patch the radiosity into the TSE? Or has anyone already did/tried this? What I wanted to do was patch the TGE Head with the patch(tgerad043003.patch), and try to compile it myself, and then compare TSE(map2dif) against the new and figure out what to do if possible, but I don't even know how to use patch :) not sure what to type(other than patch) I saw some that were like patch -p3 < patchfile.patch but it didn't seem to do anything but create a folder named -p3, argh oh well, I'll keep digging around. Thanks,
Tim
#167
I don't know if what you are asking is possible, haven't looked at the differences between TGE and TSE map2dif but personally I'd wait for the official backing :)
@Harold Brown: Would it be possible for you to post the changes you had to make to the .patch to get it current against HEAD ??
07/20/2004 (11:42 pm)
Tim, adding radiosity to TSE is slated for milestone 5 on the TSE roadmap (found here), quite late in the dev.cycle but still, it will be there.I don't know if what you are asking is possible, haven't looked at the differences between TGE and TSE map2dif but personally I'd wait for the official backing :)
@Harold Brown: Would it be possible for you to post the changes you had to make to the .patch to get it current against HEAD ??
#168
07/20/2004 (11:53 pm)
I applied the patch by hand, never really thought check what was different. If I have to I could do a clean checkout from HEAD and apply the patch by hand again.
#169
just tought it would save me some time :)
Thanks anyway..
07/21/2004 (4:47 am)
Don't worry about it Harold, I can probably figure it out by myself,just tought it would save me some time :)
Thanks anyway..
#170
07/21/2004 (7:20 am)
From what I remember applyying the patch by had went pretty clean
#171
07/21/2004 (10:02 am)
Actually I'm looking more for an ambient occlusion baker :) But the radiosity might suffice for awhile I was also thinking once I got the radiosity in map2dif(TSE) if it's possible, might have to be possible if it's slated late, I was thinking that I might be able to tweak on it to get ambient occlusion.
#172
07/21/2004 (12:05 pm)
I tried to do the merge manually seems as though that part works, however I'm getting lots of problems with the fstl stuff that was included with the source for the radiosity addon, any help? Or should have I not copied it into the tools\map2dif folder?
#173
07/21/2004 (2:02 pm)
Is this available anywhere else? The link is broken.
#174
07/21/2004 (2:04 pm)
tork.beffy.de/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=36
#175
07/22/2004 (10:21 am)
Ambient occlusion will be going in with the new TSE map2dif along with radiosity and some other goodies.
#176
07/22/2004 (10:52 am)
Wow, very cool, when is that slated for completion?
#177
07/23/2004 (10:56 am)
It's going to be a few months ;)
#178
07/23/2004 (1:12 pm)
I have started to get a work around for the time being. I have been trying to merge some of the tgerad stuff into tse map2dif compiler. I got it to compile, but if course it doesn't work :) Once I get it to compile it should hold me over for some time, all I'm going to do is get it 'working'(hopefully) :)
#179

Actually wasn't that hard to get it to work in TSE, I used Beyond Compare, an awesome file compare tool. I basically just copied in the radiosity files, and merged a few some source files, and it seems to work, I haven't stress tested it much or anything I just know that it seems to work. I'm not all that skilled with the cvs stuff, but I could maybe post the modified project someplace if anyone is interested. The only thing thats a bit of a problem, was compiling under .net 2003, I couldn't get the fstl stuff to compile have to use VC 6.0. I know of at least one person fixing this, however I never got a email reply back.
07/27/2004 (11:17 pm)
Well I got it to work, you can check out a screen shot, nevermind the art, just wanted to show it working. 
Actually wasn't that hard to get it to work in TSE, I used Beyond Compare, an awesome file compare tool. I basically just copied in the radiosity files, and merged a few some source files, and it seems to work, I haven't stress tested it much or anything I just know that it seems to work. I'm not all that skilled with the cvs stuff, but I could maybe post the modified project someplace if anyone is interested. The only thing thats a bit of a problem, was compiling under .net 2003, I couldn't get the fstl stuff to compile have to use VC 6.0. I know of at least one person fixing this, however I never got a email reply back.
#180
07/27/2004 (11:22 pm)
How to speedup conversion? Because now it's very, very slow, if material file is defined ...
Tony Lamba